Alaratt Posted July 3, 2018 Posted July 3, 2018 I am trying to abdicate my wealth, artifacts and titles to one of my children through an narrative event and I have the abdicate part working good so far but I have no idea how to do the same with the artifacts and gold #ROOT is player #FROM is players child trigger = { FROM = { dynasty = ROOT } } abdicate = { move = no abdicate_to = FROM }
joemann Posted July 3, 2018 Posted July 3, 2018 All trait icons (tga) I create with GIMP always show up as squares in_game, even if I create a round one. How do you make round icons?
NoxBestia Posted July 3, 2018 Posted July 3, 2018 18 hours ago, Alaratt said: I am trying to abdicate my wealth, artifacts and titles to one of my children through an narrative event and I have the abdicate part working good so far but I have no idea how to do the same with the artifacts and gold #ROOT is player #FROM is players child trigger = { FROM = { dynasty = ROOT } } abdicate = { move = no abdicate_to = FROM } I believe I use transfer_scaled_wealth for those events. 1
NoxBestia Posted July 3, 2018 Posted July 3, 2018 23 minutes ago, joemann said: All trait icons (tga) I create with GIMP always show up as squares in_game, even if I create a round one. How do you make round icons? Delete everything outside of the outer shape of your icon (make sure you have an alpha channel, not just a white background). Layers help a lot with this process.
Alaratt Posted July 4, 2018 Posted July 4, 2018 23 hours ago, NoxBestia said: I believe I use transfer_scaled_wealth for those events. Well it works, but not a lot of gold gets transferred. Think I am gonna have to convert the ROOTs wealth to a variable, run the variable through a scripted_effect and then gift that amount to the FROM and then clear the ROOTs wealth.
Alaratt Posted July 5, 2018 Posted July 5, 2018 This is what I got working for anyone interested in doing the same Spoiler trigger = { FROM = { # FROM was saved as event_target:raised_by_you earlier in the event chain dynasty = ROOT # ROOT is you, the player } } abdicate_to = event_target:raised_by_you hidden_tooltip = { ROOT = { move_character = event_target:raised_by_you export_to_variable = ( which = ala_wealth value = treasury ) any_artifact = { transfer_artifact = { from = ROOT to = event_target:raised_by_you } } } if = { limit = { ROOT = { check_variable = { which = ala_wealth value = 1 } } } ROOT = { event_target:raised_by_you = { change_variable = { which = ala_wealth which = PREV } add_ala_wealth_effect = yes # scripted effect shown in second spoiler } set_variable = { which = ala_wealth value = 0 } clear_wealth = yes } } } the scripted effect Spoiler add_ala_wealth_effect = { if = { limit = { check_variable = { which = ala_wealth value = 5000000 } } treasury = 5000000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 4000000 } } treasury = 4000000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 3000000 } } treasury = 3000000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 2000000 } } treasury = 2000000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 1000000 } } treasury = 1000000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 750000 } } treasury = 750000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 500000 } } treasury = 500000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 250000 } } treasury = 250000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 100000 } } treasury = 100000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 75000 } } treasury = 75000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 50000 } } treasury = 50000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 25000 } } treasury = 25000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 10000 } } treasury = 10000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 7500 } } treasury = 7500 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 5000 } } treasury = 5000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 4000 } } treasury = 4000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 3000 } } treasury = 3000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 2500 } } treasury = 2500 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 2000 } } treasury = 2000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 1500 } } treasury = 1500 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 1000 } } treasury = 1000 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 750 } } treasury = 750 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 500 } } treasury = 500 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 400 } } treasury = 400 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 300 } } treasury = 300 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 250 } } treasury = 250 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 200 } } treasury = 200 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 150 } } treasury = 150 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 100 } } treasury = 100 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 90 } } treasury = 90 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 80 } } treasury = 80 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 70 } } treasury = 70 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 60 } } treasury = 60 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 50 } } treasury = 50 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 40 } } treasury = 40 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 30 } } treasury = 30 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 20 } } treasury = 20 set_variable = { which = ala_wealth value = 0 } } else_if = { limit = { check_variable = { which = ala_wealth value = 10 } } treasury = 10 set_variable = { which = ala_wealth value = 0 } } else = { treasury = 5 set_variable = { which = ala_wealth value = 0 } } }
ngppgn Posted July 5, 2018 Posted July 5, 2018 I think wealth = target adds to the enclising scope's weialth pool as many wealth as 'target' has. That should help to greatly simplify youe script. 1
Alaratt Posted July 5, 2018 Posted July 5, 2018 17 minutes ago, ngppgn said: I think wealth = target adds to the enclising scope's weialth pool as many wealth as 'target' has. That should help to greatly simplify youe script. neat, that did work, thank you ?
NoxBestia Posted July 5, 2018 Posted July 5, 2018 6 hours ago, Alaratt said: neat, that did work, thank you ? Using this method (just as valid), be sure to wealth = 0 for the source after you copy their money to the target. As for the transfer_scaled_wealth method, it has to be set at "all" to work right. 100% is only 1 year of income. Sorry I forgot about that when I mentioned it. 1
Alaratt Posted July 5, 2018 Posted July 5, 2018 3 hours ago, NoxBestia said: Using this method (just as valid), be sure to wealth = 0 for the source after you copy their money to the target. As for the transfer_scaled_wealth method, it has to be set at "all" to work right. 100% is only 1 year of income. Sorry I forgot about that when I mentioned it. yeah I looked up the command after you mentioned it. The wiki did not list 'all' as a valid parameter or it probably would have saved me some time. Either way, still very useful because the command listed directly above is transfer_artifact, which is where I got the rest of it. The final product is; Spoiler trigger = { FROM = { dynasty = ROOT } } abdicate_to = event_target:raised_by_you hidden_tooltip = { event_target:raised_by_you = { wealth = ROOT } ROOT = { move_character = event_target:raised_by_you clear_wealth = yes any_artifact = { transfer_artifact = { from = ROOT to = event_target:raised_by_you } } } }
NoxBestia Posted July 5, 2018 Posted July 5, 2018 2 hours ago, Alaratt said: yeah I looked up the command after you mentioned it. The wiki did not list 'all' as a valid parameter or it probably would have saved me some time. Either way, still very useful because the command listed directly above is transfer_artifact, which is where I got the rest of it. The final product is; Reveal hidden contents trigger = { FROM = { dynasty = ROOT } } abdicate_to = event_target:raised_by_you hidden_tooltip = { event_target:raised_by_you = { wealth = ROOT } ROOT = { move_character = event_target:raised_by_you clear_wealth = yes any_artifact = { transfer_artifact = { from = ROOT to = event_target:raised_by_you } } } } It is very easy to miss in the wiki. I can't remember how many times I skipped over it in the past. I highlighted it below: transfer_scaled_wealth ✓ character clause Parameter Type Description from character Either from or to to character Either from or to value all/double 1 means 1 year of income min double min = 5 max double max = 50 1
Alaratt Posted July 6, 2018 Posted July 6, 2018 5 hours ago, NoxBestia said: It is very easy to miss in the wiki. I can't remember how many times I skipped over it in the past. I highlighted it below: transfer_scaled_wealth ✓ character clause Parameter Type Description from character Either from or to to character Either from or to value all/double 1 means 1 year of income min double min = 5 max double max = 50 figures, I stared at that several times thinking what does all/double mean, but never connecting the dots since it wasn't under parameter lolz
joemann Posted July 7, 2018 Posted July 7, 2018 Thanks to Noxbestia for help with the icons. I used layer mask and it worked fine. I am now trying to do a scripted trigger using variables. Validator returns the following parse error and I can' figure out why. --- Error 1 of 1 --- Parse Failure Path: <mod>\common\scripted_triggers\rsl_ scripted trigger1.txt Approximate location: Line 23, column 3 Error: Token "45" at line 23, column 3 must be an equals sign. I would appreciate your help The code is as follows: impact_evaluation = { ROOT = { set_variable = { which = global_dick_size which = dick_size } FROM = { check_variable = { which = anus_size which < global_dick_size } # checks that FROM's anus_size is smaller than ROOT's dick_size if = { limit = { subtract_variable = { which = dick_size which = anus_size value >= 3 }} ## if dick_size is greater than anus_size by 3 or more # calculate FROM's new size } random_list = { 5 = { change_variable = { which = anus_size value = 0 }} # No change 20 = { change_variable = { which = anus_size value = 1 }} #size increases by one size set_character_flag = anus_size_increase _1 45 = { change_variable = { which = anus_size value = 2 }} ### This is where Validator finds a problem set_character_flag = anus_size_increase _2 30 = { change_variable = { which = anus_size value = 3 }} set_character_flag = anus_size_increase _3 } if = { limit = { subtract_variable = { which = dick_size which = anus_size value = 2 }} } random_list = { 5 = { } # No change 60 = { change_variable = { which = anus_size value = 1 } } set_character_flag = anus_size_increase _1 35 = { change_variable = { which = anus_size value = 2 } } set_character_flag = anus_size_increase _2 } if = { limit = { subtract_variable = { which = dick_size which = anus_size value < 2 }} { } # no change } # We ensure the size doesn't rise above 7 if = { limit = { check_variable = { which = anus_size value = 7 } } set_variable = { which = anus_size value = 7 } } } }
mild96 Posted July 7, 2018 Posted July 7, 2018 Hey guys, I have a question regarding the Christianity mod. Sorry for posting it here, but the Christianity thread is borderline dead. It says the mod is incompatible with CKplus, which makes sense since they both modify christianity. Does that mean Christianity could be compatible with a religion mod that doesn't touch christianity, such as Ancient Religions Reborn?
NoxBestia Posted July 8, 2018 Posted July 8, 2018 On 7/7/2018 at 6:22 AM, joemann said: Thanks to Noxbestia for help with the icons. I used layer mask and it worked fine. I am now trying to do a scripted trigger using variables. Validator returns the following parse error and I can' figure out why. --- Error 1 of 1 --- Parse Failure Path: \common\scripted_triggers\rsl_ scripted trigger1.txt Approximate location: Line 23, column 3 Error: Token "45" at line 23, column 3 must be an equals sign. I would appreciate your help The code is as follows: impact_evaluation = { ROOT = { set_variable = { which = global_dick_size which = dick_size } FROM = { check_variable = { which = anus_size which < global_dick_size } # checks that FROM's anus_size is smaller than ROOT's dick_size if = { limit = { subtract_variable = { which = dick_size which = anus_size value >= 3 }} ## if dick_size is greater than anus_size by 3 or more # calculate FROM's new size } random_list = { 5 = { change_variable = { which = anus_size value = 0 }} # No change 20 = { change_variable = { which = anus_size value = 1 }} #size increases by one size set_character_flag = anus_size_increase _1 45 = { change_variable = { which = anus_size value = 2 }} ### This is where Validator finds a problem set_character_flag = anus_size_increase _2 30 = { change_variable = { which = anus_size value = 3 }} set_character_flag = anus_size_increase _3 } if = { limit = { subtract_variable = { which = dick_size which = anus_size value = 2 }} } random_list = { 5 = { } # No change 60 = { change_variable = { which = anus_size value = 1 } } set_character_flag = anus_size_increase _1 35 = { change_variable = { which = anus_size value = 2 } } set_character_flag = anus_size_increase _2 } if = { limit = { subtract_variable = { which = dick_size which = anus_size value < 2 }} { } # no change } # We ensure the size doesn't rise above 7 if = { limit = { check_variable = { which = anus_size value = 7 } } set_variable = { which = anus_size value = 7 } } } } Yep. The line right above it is your problem. set_character_flag = anus_size_increase _1 is not enclosed in the bracket set that starts with 20 = { This easy to make error repeats several times in the code above.
NoxBestia Posted July 8, 2018 Posted July 8, 2018 22 hours ago, mild96 said: Hey guys, I have a question regarding the Christianity mod. Sorry for posting it here, but the Christianity thread is borderline dead. It says the mod is incompatible with CKplus, which makes sense since they both modify christianity. Does that mean Christianity could be compatible with a religion mod that doesn't touch christianity, such as Ancient Religions Reborn? In theory it should work with ancient religions reborn, but last time I looked at the code it looked like some stuff from other mods may also have been incorporated so there may be unexpected compatibility issues with any other mods that imported the same stuff.
joemann Posted July 8, 2018 Posted July 8, 2018 Thanks for the help, I could have read over that twelve times and still not have seen it? In the meantime I have been trying to improve on my scripted effect and have come up with the following. Which does not seem to work. I can't figure out how to get the size differential into the equation using variables. Is there another way of doing this? impact_evaluation = { if = { limit = { ROOT = { set_variable = { which = global_dick_size which = dick_size }} FROM = { check_variable = { which = global_dick_size which = anus_size }} # checks that FROM's anus_size is smaller than ROOT's dick_size } set_variable = { which = size_differential value = subtract_variable = { which = dick_size which = anus_size }} ## dick_size minus anus_size ## Validator returns an error . I suppose because <value => requires a a numerical value } # calculate FROM's new size if = { limit = { check_variable = { which = size_differential value = 3 } } random_list = { 5 = { change_variable = { which = anus_size value = 0 }} # No change 20 = { change_variable = { which = anus_size value = 1 } set_character_flag = anus_size_increase_1} 45 = { change_variable = { which = anus_size value = 2 } set_character_flag = anus_size_increase_2 } 30 = { change_variable = { which = anus_size value = 3 } set_character_flag = anus_size_increase_3 } } } if = { limit = { check_variable = { which = size_differential value = 2 } } random_list = { 5 = { change_variable = { which = anus_size value = 0 }} # No change elastic anus 60 = { change_variable = { which = anus_size value = 1 } set_character_flag = anus_size_increase_1 } 35 = { change_variable = { which = anus_size value = 2 } set_character_flag = anus_size_increase_2 } } } if = { limit = { check_variable = { which = size_differential value < 2 } } change_variable = { which = anus_size value = 0 } } # We ensure the size doesn't rise above 7 if = { limit = { check_variable = { which = anus_size value = 7 } } set_variable = { which = anus_size value = 7 } } } Is there another way of doing this
ngppgn Posted July 8, 2018 Posted July 8, 2018 set_variable is not a trigger so you can't use it inside a limit or any other trigger context
joemann Posted July 9, 2018 Posted July 9, 2018 I moved the set_variables outside the trigger but still get the Validator comment --- Error 1 of 1 --- Parse Failure Path: <mod>\common\scripted_effects\rsl_ scripted effects1.txt Approximate location: Line 19, column 74 Error: Token "=" at line 19, column 74 must be a literal. impact_evaluation = { ROOT = { set_variable = { which = global_dick_size which = dick_size }} if = { limit = { FROM = { check_variable = { which = global_dick_size which = anus_size }} # checks that ROOT's dick_size is greater than FROM's anus_size } } set_variable = { which = size_differential value = subtract_variable = { which = dick_size which = anus_size }} # calculate FROM's new size if = { limit = { check_variable = { which = size_differential value = 3 } } random_list = { 5 = { change_variable = { which = anus_size value = 0 }} # No change 20 = { change_variable = { which = anus_size value = 1 } set_character_flag = anus_size_increase_1} 45 = { change_variable = { which = anus_size value = 2 } set_character_flag = anus_size_increase_2 } 30 = { change_variable = { which = anus_size value = 3 } set_character_flag = anus_size_increase_3 } } }
joemann Posted July 9, 2018 Posted July 9, 2018 Unless somebody tells me otherwise, I have come to the conclusion that this command is not possible: set_variable = { which = size_differential value = subtract_variable = { which = dick_size which = anus_size }} Pity, it would have been really useful. I'll try something different to achieve the same result.
NoxBestia Posted July 9, 2018 Posted July 9, 2018 2 hours ago, joemann said: Unless somebody tells me otherwise, I have come to the conclusion that this command is not possible: set_variable = { which = size_differential value = subtract_variable = { which = dick_size which = anus_size }} Pity, it would have been really useful. I'll try something different to achieve the same result. It wont work like that, but what you want to have happen can work. Here is how: set_variable = { which = size_differential which = dick_size } subtract_variable = { which = size_differential which = anus_size } I have something very similar to this I had been developing to replace my old vaginal/anal damage system, but I got sidetracked and never finished it.
rhiper Posted July 10, 2018 Posted July 10, 2018 So I am trying to smash up some codes and things for myself but there is one thing I have still not understood, I have moded targeted decision to marry someone under specific conditions, and I want ai to use it too, and here is the problem, when I have: ai_will_do = { factor = 0.2 modifier = { factor = 1 FROM = { trait = lustful } } modifier = { factor = 4 FROM = { trait = hedonist } } } Does it refer to traits of my character (the one using targeted decision), or to traits of targeted character? I couldn´t find any sensible answer on the internet, so I am asking myself here.
NoxBestia Posted July 10, 2018 Posted July 10, 2018 21 minutes ago, rhipeen said: So I am trying to smash up some codes and things for myself but there is one thing I have still not understood, I have moded targeted decision to marry someone under specific conditions, and I want ai to use it too, and here is the problem, when I have: ai_will_do = { factor = 0.2 modifier = { factor = 1 FROM = { trait = lustful } } modifier = { factor = 4 FROM = { trait = hedonist } } } Does it refer to traits of my character (the one using targeted decision), or to traits of targeted character? I couldn´t find any sensible answer on the internet, so I am asking myself here. Without seeing the whole code I am making a lot of assumptions. That said, the answer further depends on where the above code is. If it is within the decision itself an this is a targeted decision, then FROM is the person who initiated the decision (the AI in this snippet) and ROOT is the target of the decision. However, if the decision calls an event then the scopes in that event may be different. Also a factor of 1 does nothing in this situation (0.2 * 1 = 0.2). 1
Alaratt Posted July 10, 2018 Posted July 10, 2018 25 minutes ago, rhipeen said: So I am trying to smash up some codes and things for myself but there is one thing I have still not understood, I have moded targeted decision to marry someone under specific conditions, and I want ai to use it too, and here is the problem, when I have: ai_will_do = { factor = 0.2 modifier = { factor = 1 FROM = { trait = lustful } } modifier = { factor = 4 FROM = { trait = hedonist } } } Does it refer to traits of my character (the one using targeted decision), or to traits of targeted character? I couldn´t find any sensible answer on the internet, so I am asking myself here. Scopes can get confusing since they can change. In this case FROM is the one using the targeted decision and ROOT is the target. This means this section won't affect you but will help the ai to decide how often to use it if they have those traits. EDIT: Ooh Nox beat me to it!
joemann Posted July 10, 2018 Posted July 10, 2018 Appreciate your help Nox. I probably don't understand how variables work, but how/where do I use this ? The way I read this, the first line sets size_differential to the value of dick_size, the second line then subtracts anus_size from dick_size. How is this different from subtract_variable = { which = dick_size which = anus_size } ? My problem is that I do not understand where and how the result of the subtract_variable is then used If I use the command check_variable = { which = size_differential value i=3 } , will size_differential now just reflect dick_size or will it reflect dick_size minus anus_size because that is the result I am looking for. I have changed my code as you suggested and it seems to work up to a certain extent. However, the outcome is strange probably for two combined reasons: I discovered that my female character not only has a penis_size but also that sometimes this value has a decimal ( 4.5 for example). In addition this value is used as the size differential. So I also have a scope problem. Since I am using the is_variable_equal a value of 4.5 produces no effect. I will continue correcting this. Any feedback is much appreciated. impact_evaluation = { ROOT = { set_variable = { which = global_dick_size which = dick_size }} if = { limit = { check_variable = { which = global_dick_size which = anus_size } # checks that ROOT's dick_size is greater than FROM's anus_size } } set_variable = { which = size_differential which = dick_size } subtract_variable = { which = size_differential which = anus_size } # calculate FROM's new size if = { limit = { is_variable_equal = { which = size_differential value = 6 } } random_list = { 5 = { change_variable = { which = anus_size value = 3 } set_character_flag = anus_size_increase_3} 35 = { change_variable = { which = anus_size value = 4 } set_character_flag = anus_size_increase_4 } 45 = { change_variable = { which = anus_size value = 5 } set_character_flag = anus_size_increase_5 } 15 = { change_variable = { which = anus_size value = 6 } set_character_flag = anus_size_increase_6 } } } if = { limit = { is_variable_equal = { which = size_differential value = 5 } } random_list = { 10 = { change_variable = { which = anus_size value = 3 } set_character_flag = anus_size_increase_3} 45 = { change_variable = { which = anus_size value = 4 } set_character_flag = anus_size_increase_4 } 40 = { change_variable = { which = anus_size value = 5 } set_character_flag = anus_size_increase_5 } 10 = { change_variable = { which = anus_size value = 6 } set_character_flag = anus_size_increase_6 } } } etc etc
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